ID-Tech Pasi Hyvönen – F6804 Tuomo Stamblewski – F7195.

Slides:



Advertisements
Similar presentations
Learning technologies in language teaching where are we? Where do we go from here? Pete Sharma Kevin Westbrook Dubrovnik Croatia.
Advertisements

Interactive Deformation of Light Fields Billy Chen Eyal Ofek Heung-Yeung Shum Marc Levoy.
The big picture A tough decade has come to an end and there now is an opportunity to strengthen the quality of education.
Presenter Name(s) Issue date National Student.
Accelerating Real-Time Shading with Reverse Reprojection Caching Diego Nehab 1 Pedro V. Sander 2 Jason Lawrence 3 Natalya Tatarchuk 4 John R. Isidoro 4.
Value Articulation at Dolby Laboratories - a Time-Sequenced Embodiment
Company Confidential – © 2013 Grabit Interactive | Page 1.
AP CALCULUS AB 2012 Question 6 Form A Name_________________ Date __________Period___.
Multi-user Extensible Virtual Worlds Increasing complexity of objects and interactions with increasing world size, users, numbers of objects and types.
COMPUTER B Y : L K. WINDOWS INFORMATION B Y : L K.
Continued Investment in ATML
Name ____________________ Date ___________ Period ____.
Generation Y Approximately Generation Y ( ) Also known as (A.K.A) – Millennials – Generation Next – Net Generation – Harry Potter Generation.
BY AHROORAN & CHRIS 3D Software. Blender Blender is a free open source software that is compatible with most operating systems for example GNU/Linux,
Exploration of bump, parallax, relief and displacement mapping
遊戲引擎簡介與心得 Zean Mail :
Real-Time Rendering SPEACIAL EFFECTS Lecture 03 Marina Gavrilova.
3D Displays Duncan Lindbo, Rebecca Brown, Bao Khang Nguyen.
Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server Wu-chang Feng, Francis Chang, Wu-chi Feng, Jonathan Walpole.
Lighting Effects in Computer Games Act II Ivan Viola Institute of Computer Graphics & Algorithms Vienna University of Technology Vienna / Austria.
Graphics. Applications  Digital media  Entertainment  Art  Visualization  Science  Modeling  Games  Software  Virtual Reality.
1/12/09 1 Introduction Computer Graphics COMP 770 (236) Spring 2009 Instructor: Dinesh Manocha.
John Carmack By: Ian MacFadyen COMP 1631 Winter 2011.
Status – Week 208 Victor Moya. Summary Traces. Traces. Planification. Planification.
The Graphics Pipeline CS2150 Anthony Jones. Introduction What is this lecture about? – The graphics pipeline as a whole – With examples from the video.
Game Engines Non-game specific technology Game: – Engine – Assets (models, animations, sounds, AI, and physics) – Code (AI, Scripting, etc.)
Master Project Preparation Murtaza Hussain. Unity (also called Unity3D) is a cross-platform game engine with a built-in IDE developed by Unity Technologies.
Web Design Basic Concepts.
Team Badass.  Dennis M. Ritchie  1967 He became an employee at Bell Labs  Mid 1960s BCPL was developed by Martin Richards for the Multics Project 
About me… Trained Artist and Computer Animator Online Gaming and Mod Community Birth Founder Member of Torc Interactive 1999, now Instinct Technology.
What is Web Design?  Web design is the creation of a Web page using hypertext or hypermedia to be viewed on the World Wide Web.
COMP4070 Computer Graphics Dr. Amy Zhang. Welcome! 2  Introductions  Administrative Matters  Course Outline  What is Computer Graphics?
Session 1 - Introduction and Data Access Layer
Games. learning objectives o writing games! o understanding the built-in 2D game engine o events in games o using art (pictures, sounds)
24/02/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. -
Graphics Hardware and Graphics in Video Games COMP136: Introduction to Computer Graphics.
Au’15 select topics By: Matt Boggus. List o’ stuff Game genres Party minigames Arena first person shooter 3D platformer/puzzler Horror Game technology.
Shading. What is Shading? Assigning of a color to a pixel in the final image. So, everything in shading is about how to select and combine colors to get.
A Crash Course in HLSL Matt Christian.
به نام خدا تنظیم کننده : فرانه حدادی استاد : مهندس زمانیان تابستان 92.
Computer Graphics The Rendering Pipeline - Review CO2409 Computer Graphics Week 15.
1 Real-time visualization of large detailed volumes on GPU Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre INRIA Rhône-Alpes / Grenoble Universities Interactive.
Renan Paul Blanco William Hansen Elizabeth Montes.
Useful Tools for Making Video Games Part II An overview of.
Games Development Game Architecture: Entities CO2301 Games Development 1 Week 22.
Nostromo Tom Patecky Ross Brown. Operational Concepts Based on Ambrosia Software’s Escape Velocity series Based on Ambrosia Software’s Escape Velocity.
Digital Media Dr. Jim Rowan ITEC 2110 Vector Graphics II.
High detail models, depth of field, soft shadows, reflective surfaces. (Image created by Toxic Studios using Brazil R/S)
Havok FX Physics on NVIDIA GPUs. Copyright © NVIDIA Corporation 2004 What is Effects Physics? Physics-based effects on a massive scale 10,000s of objects.
Autodesk - Maya How and what is Maya used for?. Introduction Autodesk Maya, is a 3D computer graphics software that can run on most computers. It was.
GAM666 – Introduction To Game Programming ● Programmer's perspective of Game Industry ● Introduction to Windows Programming ● 2D animation using DirectX.
Antigone Engine. Introduction Antigone = “Counter Generation” Library of functions for simplifying 3D application development Written in C for speed (compatible.
Of Bump Mapping Presented in Real Time by: Kenny Moser Course: ECE8990 Real Time Rendering Presented in Real Time by: Kenny Moser Course: ECE8990 Real.
1 Topics: Introduction to Game Engine Course Overview What is a game engine? Advantages and Disadvantages Torque Game Engine.
Final Presentation CS491B ALAIN VINIOT DE LARA Spring 2007, CSULA.
Build your own 2D Game Engine and Create Great Web Games using HTML5, JavaScript, and WebGL. Sung, Pavleas, Arnez, and Pace, Chapter 5 Examples 1.
Game Engines Game: – Engine – Assets (models, animations, sounds, AI, and physics) – Code (Rules, AI, Scripting, etc.)
Lecture Rendering pipeline, shaders and effects 1Elias Holmlid.
COR Entertainment, LLC ● Formed in 1999 ● Released Alteria in 2001 ● Released CodeRED: Battle for Earth in 2002 ● Sequel, the Martian Chronicles in 2003.
Scene Manager Creates and places movable objects like lights and cameras so as to access them efficiently, e.g. for rendering. Loads and assembles world.
Antigone Engine.
PYGAME.
Week 11 - Wednesday CS361.
Games Development Practices 3D Model Import/Export
Game Engines Non-game specific technology Game: Engine
Creating a 3D Game With Textures and Lighting
Computer Graphics Introduction to Shaders
CIS 441/541: Introduction to Computer Graphics Lecture 15: shaders
Games Development Game Architecture: Entities
Introduction to ASP.NET Parts 1 & 2
Presentation transcript:

ID-Tech Pasi Hyvönen – F6804 Tuomo Stamblewski – F7195

id Tech 0 id Tech is the family of game engines designed and developed by id Software. 0 Prior to the presentation of the id Tech 5-based game Rage, the engines lacked official designation and as such were simply referred to as the Doom and Quake engines, from the name of the main game series the engines have been developed for. 0 id Tech numbers 1, 2, 3, and 4 have been released as free software under the GNU General Public License.

id Tech 0 0 id Software had developed 3D engines for several games before creating id Tech 1. Each game's engine had progressively more advanced 3D technology. 0 Hovertank 3D (1991) used solid-color drawn walls and scalable sprites. Hovertank 3D 0 Catacomb 3-D (1991) added texture mapping to the walls. Catacomb 3-Dtexture mapping 0 Wolfenstein 3D (1992) increased the color palette from 16- color EGA to 256-color VGA. The game engine was also licensed out to other companies. Wolfenstein 3DEGAVGAgame engine 0 Shadowcaster (1993) features diminished lighting, texture mapped floors and ceilings, walls with variable heights and sloped floors. Shadowcaster

Doom engine (id Tech 1) 0 Originally developed on NeXT computers, later ported to MS-DOS for Dooms initial release 0 Commercial games using Doom engine 0 Doom – id Software Doom 0 Doom II: Hell on Earth – id Software Doom II: Hell on Earth 0 Heretic – Raven Software Heretic 0 Hexen: Beyond Heretic – Raven Software Hexen: Beyond Heretic 0 Strife – Rogue Entertainment Strife

Quake Engine (id Tech 1) 0 Less commonly, but also known as id Tech 1, the Quake engine is the game engine that was written to power 1996's Quake. It featured true 3D real-time rendering and is the first id engine to use the client–server model. 0 Commercial games using Quake engine 0 Quake (1996) – id Software Quake 0 HeXen II (1997) – Raven Software HeXen II 0 Half-Life (1998) - Valve Corporation (Half-Life uses the GoldSrc engine, which is based on the engines for Quake and Quake II) Half-Life

id Tech 2 0 Previously known as the "Quake II engine". id Tech 2 is based on the Quake engine, and features some enhancements such as colored lighting and a new model format. Game code is now written in C and loaded from a DLL, in place of the original Quake engine's "QuakeC" scripting language. 0 Commercial games using id Tech 2 0 Quake II – id Software Quake II 0 Heretic II – Raven Software Heretic II 0 SiN – Ritual Entertainment SiN 0 Soldier of Fortune – Raven Software Soldier of Fortune

id Tech 3 0 Previously known as the "Quake III Engine", it was derived from id Tech 2, although a large portion of code is new or re-written. 0 Commercial games using id Tech 3 0 Quake III Arena (1999) – id Software Quake III Arena 0 Return to Castle Wolfenstein (2001) – Gray Matter Interactive (SP) / Nerve Software (MP) Return to Castle Wolfenstein 0 Wolfenstein: Enemy Territory (2003) – Splash Damage Wolfenstein: Enemy Territory 0 Star Wars Jedi Knight: Jedi Academy (2003) – Raven Software Star Wars Jedi Knight: Jedi Academy 0 Call of Duty (2003) – Infinity Ward Call of Duty i = 0x5f3759df - ( i >> 1 ); // what the fuck?

id Tech 4 0 Formerly the "Doom 3 engine", originally based on id Tech 3. It has a C++ based engine framework, and a new renderer, AI framework, physics engine, gameplay trigger system, and sound framework. 0 Games using id Tech 4 0 Doom 3 (2004) – id Software Doom 3 0 Quake 4 (2005) – Raven Software Quake 4 0 Prey (2006) – Human Head Studios Prey 0 Enemy Territory: Quake Wars (2007) – Splash Damage Enemy Territory: Quake Wars 0 Wolfenstein (2009) – Raven Software Wolfenstein 0 Brink (2011) – Splash Damage Brink 0 Prey 2 (2012) – Human Head Studios Prey 2

id Tech 5 0 This is the engine being used for id Software's new games. 0 The engine is not based on any previous id Tech engines, however it reuses much of the technology from the most updated id Tech 4 engine, including MegaTexture technology, parallax mapping, bloom, motion blur, soft particles, soft shadows and pixel shader effects. 0 Games using id Tech 5 0 Rage (2011) – id Software Rage 0 Doom 4 – id Software Doom 4

id Tech 6 0 id Tech 6 is an upcoming OpenGL-based game engine under preliminary development by id Software, which will tentatively follow id Tech 5 for id Software games following Rage and Doom 4. It will work by raycasting the geometry represented by voxels (instead of triangles) stored in an octree.

Questions?